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java五子棋代码的描述,java五子棋源代码

java五子棋 程序解释

要想充分了解你还是自己找doc帮助文档

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//导入包

import java.applet.*;

import java.awt.*;

import java.awt.event.*;

//构造applet程序

public class 五子棋 extends Applet implements ActionListener,MouseListener

{

String str="五子棋游戏!";

Dimension currentPos=new Dimension(); //实例化 像素

int zuobiao[][]=new int[19][15]; //声明一个19*15的棋盘

int x=20,y=20;

boolean unfirstpaint=false;

boolean one=false;

//======================================================================

public void init() //初始化(生存周期第一步)

{

addMouseListener(this); //对鼠标添加监听

for(int i=0;i=18;i++) //使整个棋盘设置为0

{

for(int j=0;j=14;j++)

zuobiao[i][j]=0;

}

}

//======================================================================

public void paint(Graphics g) //画图(生存周期第二步)

{

int x0=30,y0=50,dx=30,dy=30,N=18,M=14; //x0,y0初始坐标,dx,dy每格间距

int x1,y1,x2,y2;

g.setColor(Color.green); //

y1=y0;

y2=y0+M*dy;

for(int i=0;i=N;i++) //用绿色画棋盘中纵向的线

{

x1=x0+i*dx;

g.drawLine(x1,y1,x1,y2);

}

g.setColor(Color.red); //设置成红色

x1=x0;

x2=x0+N*dx;

for(int j=0;j=M;j++) //用红色画棋盘中横向的线

{

y1=y0+j*dy;

g.drawLine(x1,y1,x2,y1);

}

g.setColor(Color.red); //设置成红色

g.setFont(new Font("TimesRoman",Font.BOLD,25)); //设置字体

g.drawString(str,120,30); //在指定位置(120,30)写入“五子棋游戏!”

g.setColor(Color.red); //设置成红色

g.fillOval(600,60,20,20) //用红色填充椭圆;

g.drawString(" : 甲方",610,80); //在椭圆中写入字

g.setColor(Color.blue); //设置成蓝色

g.fillOval(600,100,20,20); //用蓝色填充椭圆;

g.drawString(" : 乙方",610,120); //在椭圆中写入字

//======================================================================

//这里代码不全,currentPos没有赋值,不好推测

if(unfirstpaint) //判断是否为第一次画棋子,如果不是第一次,执行

{

for(int i=0;i=18;i++)//画棋子

{

for(int j=0;j=14;j++)

{

if(currentPos.width=(45+i*30)currentPos.width=(15+i*30))

//你的源文件不是这样写的,我觉得应该是这么写

x=i;

if(currentPos.height=(65+j*30)currentPos.height=(35+j*30))

y=j;

}

}

}

//=====================================================================

if(x!=20y!=20)

if(zuobiao[x][y]==0)

{

if(one)

zuobiao[x][y]=1; //等于1说明是红色棋子

else

zuobiao[x][y]=2; //等于2说明是蓝色棋子

}

//画点图=====================================================================

for(int i=0;i=18;i++)

for(int j=0;j=14;j++)

{

if(zuobiao[i][j]==1) //如果为1,画红棋子

{

g.setColor(Color.red);

g.fillOval(20+i*30,40+j*30,20,20);

}

if(zuobiao[i][j]==2) //如果为2,画蓝棋子

{

g.setColor(Color.blue);

g.fillOval(20+i*30,40+j*30,20,20);

}

}

急!!! Java五子棋源代码注释

package org.liky.game.frame;

import java.awt.Color;

import java.awt.Font;

import java.awt.Graphics;

import java.awt.Toolkit;

import java.awt.event.MouseEvent;

import java.awt.event.MouseListener;

import java.awt.image.BufferedImage;

import java.io.File;

import java.io.IOException;

import javax.imageio.ImageIO;

import javax.swing.JFrame;

import javax.swing.JOptionPane;

public class FiveChessFrame extends JFrame implements MouseListener, Runnable {

// 取得屏幕的宽度

int width = Toolkit.getDefaultToolkit().getScreenSize().width;

// 取得屏幕的高度

int height = Toolkit.getDefaultToolkit().getScreenSize().height;

// 背景图片

BufferedImage bgImage = null;

// 保存棋子的坐标

int x = 0;

int y = 0;

// 保存之前下过的全部棋子的坐标

// 其中数据内容 0: 表示这个点并没有棋子, 1: 表示这个点是黑子, 2:表示这个点是白子

int[][] allChess = new int[19][19];

// 标识当前应该黑棋还是白棋下下一步

boolean isBlack = true;

// 标识当前游戏是否可以继续

boolean canPlay = true;

// 保存显示的提示信息

String message = "黑方先行";

// 保存最多拥有多少时间(秒)

int maxTime = 0;

// 做倒计时的线程类

Thread t = new Thread(this);

// 保存黑方与白方的剩余时间

int blackTime = 0;

int whiteTime = 0;

// 保存双方剩余时间的显示信息

String blackMessage = "无限制";

String whiteMessage = "无限制";

public FiveChessFrame() {

// 设置标题

this.setTitle("五子棋");

// 设置窗体大小

this.setSize(500, 500);

// 设置窗体出现位置

this.setLocation((width - 500) / 2, (height - 500) / 2);

// 将窗体设置为大小不可改变

this.setResizable(false);

// 将窗体的关闭方式设置为默认关闭后程序结束

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// 为窗体加入监听器

this.addMouseListener(this);

// 将窗体显示出来

this.setVisible(true);

t.start();

t.suspend();

// 刷新屏幕,防止开始游戏时出现无法显示的情况.

this.repaint();

String imagePath = "" ;

try {

imagePath = System.getProperty("user.dir")+"/bin/image/background.jpg" ;

bgImage = ImageIO.read(new File(imagePath.replaceAll("\\\\", "/")));

} catch (IOException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

}

public void paint(Graphics g) {

// 双缓冲技术防止屏幕闪烁

BufferedImage bi = new BufferedImage(500, 500,

BufferedImage.TYPE_INT_RGB);

Graphics g2 = bi.createGraphics();

g2.setColor(Color.BLACK);

// 绘制背景

g2.drawImage(bgImage, 1, 20, this);

// 输出标题信息

g2.setFont(new Font("黑体", Font.BOLD, 20));

g2.drawString("游戏信息:" + message, 130, 60);

// 输出时间信息

g2.setFont(new Font("宋体", 0, 14));

g2.drawString("黑方时间:" + blackMessage, 30, 470);

g2.drawString("白方时间:" + whiteMessage, 260, 470);

// 绘制棋盘

for (int i = 0; i 19; i++) {

g2.drawLine(10, 70 + 20 * i, 370, 70 + 20 * i);

g2.drawLine(10 + 20 * i, 70, 10 + 20 * i, 430);

}

// 标注点位

g2.fillOval(68, 128, 4, 4);

g2.fillOval(308, 128, 4, 4);

g2.fillOval(308, 368, 4, 4);

g2.fillOval(68, 368, 4, 4);

g2.fillOval(308, 248, 4, 4);

g2.fillOval(188, 128, 4, 4);

g2.fillOval(68, 248, 4, 4);

g2.fillOval(188, 368, 4, 4);

g2.fillOval(188, 248, 4, 4);

/*

* //绘制棋子 x = (x - 10) / 20 * 20 + 10 ; y = (y - 70) / 20 * 20 + 70 ;

* //黑子 g.fillOval(x - 7, y - 7, 14, 14); //白子 g.setColor(Color.WHITE) ;

* g.fillOval(x - 7, y - 7, 14, 14); g.setColor(Color.BLACK) ;

* g.drawOval(x - 7, y - 7, 14, 14);

*/

// 绘制全部棋子

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

if (allChess[i][j] == 1) {

// 黑子

int tempX = i * 20 + 10;

int tempY = j * 20 + 70;

g2.fillOval(tempX - 7, tempY - 7, 14, 14);

}

if (allChess[i][j] == 2) {

// 白子

int tempX = i * 20 + 10;

int tempY = j * 20 + 70;

g2.setColor(Color.WHITE);

g2.fillOval(tempX - 7, tempY - 7, 14, 14);

g2.setColor(Color.BLACK);

g2.drawOval(tempX - 7, tempY - 7, 14, 14);

}

}

}

g.drawImage(bi, 0, 0, this);

}

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

/*

* System.out.println("X:"+e.getX()); System.out.println("Y:"+e.getY());

*/

if (canPlay == true) {

x = e.getX();

y = e.getY();

if (x = 10 x = 370 y = 70 y = 430) {

x = (x - 10) / 20;

y = (y - 70) / 20;

if (allChess[x][y] == 0) {

// 判断当前要下的是什么颜色的棋子

if (isBlack == true) {

allChess[x][y] = 1;

isBlack = false;

message = "轮到白方";

} else {

allChess[x][y] = 2;

isBlack = true;

message = "轮到黑方";

}

// 判断这个棋子是否和其他的棋子连成5连,即判断游戏是否结束

boolean winFlag = this.checkWin();

if (winFlag == true) {

JOptionPane.showMessageDialog(this, "游戏结束,"

+ (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");

canPlay = false;

}

} else {

JOptionPane.showMessageDialog(this, "当前位置已经有棋子,请重新落子!");

}

this.repaint();

}

}

/* System.out.println(e.getX() + " -- " + e.getY()); */

// 点击 开始游戏 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 70

e.getY() = 100) {

int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");

if (result == 0) {

// 现在重新开始游戏

// 重新开始所要做的操作: 1)把棋盘清空,allChess这个数组中全部数据归0.

// 2) 将 游戏信息: 的显示改回到开始位置

// 3) 将下一步下棋的改为黑方

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

if (maxTime 0) {

blackMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

whiteMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

t.resume();

} else {

blackMessage = "无限制";

whiteMessage = "无限制";

}

this.canPlay = true;

this.repaint();

}

}

// 点击 游戏设置 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 120

e.getY() = 150) {

String input = JOptionPane

.showInputDialog("请输入游戏的最大时间(单位:分钟),如果输入0,表示没有时间限制:");

try {

maxTime = Integer.parseInt(input) * 60;

if (maxTime 0) {

JOptionPane.showMessageDialog(this, "请输入正确信息,不允许输入负数!");

}

if (maxTime == 0) {

int result = JOptionPane.showConfirmDialog(this,

"设置完成,是否重新开始游戏?");

if (result == 0) {

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

blackMessage = "无限制";

whiteMessage = "无限制";

this.canPlay = true;

this.repaint();

}

}

if (maxTime 0) {

int result = JOptionPane.showConfirmDialog(this,

"设置完成,是否重新开始游戏?");

if (result == 0) {

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

blackMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

whiteMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

t.resume();

this.canPlay = true;

this.repaint();

}

}

} catch (NumberFormatException e1) {

// TODO Auto-generated catch block

JOptionPane.showMessageDialog(this, "请正确输入信息!");

}

}

// 点击 游戏说明 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 170

e.getY() = 200) {

JOptionPane.showMessageDialog(this,

"这个一个五子棋游戏程序,黑白双方轮流下棋,当某一方连到五子时,游戏结束。");

}

// 点击 认输 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 270

e.getY() = 300) {

int result = JOptionPane.showConfirmDialog(this, "是否确认认输?");

if (result == 0) {

if (isBlack) {

JOptionPane.showMessageDialog(this, "黑方已经认输,游戏结束!");

} else {

JOptionPane.showMessageDialog(this, "白方已经认输,游戏结束!");

}

canPlay = false;

}

}

// 点击 关于 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 320

e.getY() = 350) {

JOptionPane.showMessageDialog(this,

"本游戏由MLDN制作,有相关问题可以访问");

}

// 点击 退出 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 370

e.getY() = 400) {

JOptionPane.showMessageDialog(this, "游戏结束");

System.exit(0);

}

}

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

private boolean checkWin() {

boolean flag = false;

// 保存共有相同颜色多少棋子相连

int count = 1;

// 判断横向是否有5个棋子相连,特点 纵坐标 是相同, 即allChess[x][y]中y值是相同

int color = allChess[x][y];

/*

* if (color == allChess[x+1][y]) { count++; if (color ==

* allChess[x+2][y]) { count++; if (color == allChess[x+3][y]) {

* count++; } } }

*/

// 通过循环来做棋子相连的判断

/*

* int i = 1; while (color == allChess[x + i][y + 0]) { count++; i++; }

* i = 1; while (color == allChess[x - i][y - 0]) { count++; i++; } if

* (count = 5) { flag = true; } // 纵向的判断 int i2 = 1 ; int count2 = 1 ;

* while (color == allChess[x + 0][y + i2]) { count2++; i2++; } i2 = 1;

* while (color == allChess[x - 0][y - i2]) { count2++; i2++; } if

* (count2 = 5) { flag = true ; } // 斜方向的判断(右上 + 左下) int i3 = 1 ; int

* count3 = 1 ; while (color == allChess[x + i3][y - i3]) { count3++;

* i3++; } i3 = 1; while (color == allChess[x - i3][y + i3]) { count3++;

* i3++; } if (count3 = 5) { flag = true ; } // 斜方向的判断(右下 + 左上) int i4 =

* 1 ; int count4 = 1 ; while (color == allChess[x + i4][y + i4]) {

* count4++; i4++; } i4 = 1; while (color == allChess[x - i4][y - i4]) {

* count4++; i4++; } if (count4 = 5) { flag = true ; }

*/

// 判断横向

count = this.checkCount(1, 0, color);

if (count = 5) {

flag = true;

} else {

// 判断纵向

count = this.checkCount(0, 1, color);

if (count = 5) {

flag = true;

} else {

// 判断右上、左下

count = this.checkCount(1, -1, color);

if (count = 5) {

flag = true;

} else {

// 判断右下、左上

count = this.checkCount(1, 1, color);

if (count = 5) {

flag = true;

}

}

}

}

return flag;

}

// 判断棋子连接的数量

private int checkCount(int xChange, int yChange, int color) {

int count = 1;

int tempX = xChange;

int tempY = yChange;

while (x + xChange = 0 x + xChange = 18 y + yChange = 0

y + yChange = 18

color == allChess[x + xChange][y + yChange]) {

count++;

if (xChange != 0)

xChange++;

if (yChange != 0) {

if (yChange 0)

yChange++;

else {

yChange--;

}

}

}

xChange = tempX;

yChange = tempY;

while (x - xChange = 0 x - xChange = 18 y - yChange = 0

y - yChange = 18

color == allChess[x - xChange][y - yChange]) {

count++;

if (xChange != 0)

xChange++;

if (yChange != 0) {

if (yChange 0)

yChange++;

else {

yChange--;

}

}

}

return count;

}

public void run() {

// TODO Auto-generated method stub

// 判断是否有时间限制

if (maxTime 0) {

while (true) {

if (isBlack) {

blackTime--;

if (blackTime == 0) {

JOptionPane.showMessageDialog(this, "黑方超时,游戏结束!");

}

} else {

whiteTime--;

if (whiteTime == 0) {

JOptionPane.showMessageDialog(this, "白方超时,游戏结束!");

}

}

blackMessage = blackTime / 3600 + ":"

+ (blackTime / 60 - blackTime / 3600 * 60) + ":"

+ (blackTime - blackTime / 60 * 60);

whiteMessage = whiteTime / 3600 + ":"

+ (whiteTime / 60 - whiteTime / 3600 * 60) + ":"

+ (whiteTime - whiteTime / 60 * 60);

this.repaint();

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

System.out.println(blackTime + " -- " + whiteTime);

}

}

}

}

请问五子棋用JAVA怎么编写??

java网络五子棋

下面的源代码分为4个文件;

chessClient.java:客户端主程序。

chessInterface.java:客户端的界面。

chessPad.java:棋盘的绘制。

chessServer.java:服务器端。

可同时容纳50个人同时在线下棋,聊天。

没有加上详细注释,不过绝对可以运行,j2sdk1.4下通过。

/*********************************************************************************************

1.chessClient.java

**********************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

import java.util.*;

class clientThread extends Thread

{

chessClient chessclient;

clientThread(chessClient chessclient)

{

this.chessclient=chessclient;

}

public void acceptMessage(String recMessage)

{

if(recMessage.startsWith("/userlist "))

{

StringTokenizer userToken=new StringTokenizer(recMessage," ");

int userNumber=0;

chessclient.userpad.userList.removeAll();

chessclient.inputpad.userChoice.removeAll();

chessclient.inputpad.userChoice.addItem("所有人");

while(userToken.hasMoreTokens())

{

String user=(String)userToken.nextToken(" ");

if(userNumber0 !user.startsWith("[inchess]"))

{

chessclient.userpad.userList.add(user);

chessclient.inputpad.userChoice.addItem(user);

}

userNumber++;

}

chessclient.inputpad.userChoice.select("所有人");

}

else if(recMessage.startsWith("/yourname "))

{

chessclient.chessClientName=recMessage.substring(10);

chessclient.setTitle("Java五子棋客户端 "+"用户名:"+chessclient.chessClientName);

}

else if(recMessage.equals("/reject"))

{

try

{

chessclient.chesspad.statusText.setText("不能加入游戏");

chessclient.controlpad.cancelGameButton.setEnabled(false);

chessclient.controlpad.joinGameButton.setEnabled(true);

chessclient.controlpad.creatGameButton.setEnabled(true);

}

catch(Exception ef)

{

chessclient.chatpad.chatLineArea.setText("chessclient.chesspad.chessSocket.close无法关闭");

}

chessclient.controlpad.joinGameButton.setEnabled(true);

}

else if(recMessage.startsWith("/peer "))

{

chessclient.chesspad.chessPeerName=recMessage.substring(6);

if(chessclient.isServer)

{

chessclient.chesspad.chessColor=1;

chessclient.chesspad.isMouseEnabled=true;

chessclient.chesspad.statusText.setText("请黑棋下子");

}

else if(chessclient.isClient)

{

chessclient.chesspad.chessColor=-1;

chessclient.chesspad.statusText.setText("已加入游戏,等待对方下子...");

}

}

else if(recMessage.equals("/youwin"))

{

chessclient.isOnChess=false;

chessclient.chesspad.chessVictory(chessclient.chesspad.chessColor);

chessclient.chesspad.statusText.setText("对方退出,请点放弃游戏退出连接");

chessclient.chesspad.isMouseEnabled=false;

}

else if(recMessage.equals("/OK"))

{

chessclient.chesspad.statusText.setText("创建游戏成功,等待别人加入...");

}

else if(recMessage.equals("/error"))

{

chessclient.chatpad.chatLineArea.append("传输错误:请退出程序,重新加入 \n");

}

else

{

chessclient.chatpad.chatLineArea.append(recMessage+"\n");

chessclient.chatpad.chatLineArea.setCaretPosition(

chessclient.chatpad.chatLineArea.getText().length());

}

}

public void run()

{

String message="";

try

{

while(true)

{

message=chessclient.in.readUTF();

acceptMessage(message);

}

}

catch(IOException es)

{

}

}

}

public class chessClient extends Frame implements ActionListener,KeyListener

{

userPad userpad=new userPad();

chatPad chatpad=new chatPad();

controlPad controlpad=new controlPad();

chessPad chesspad=new chessPad();

inputPad inputpad=new inputPad();

Socket chatSocket;

DataInputStream in;

DataOutputStream out;

String chessClientName=null;

String host=null;

int port=4331;

boolean isOnChat=false; //在聊天?

boolean isOnChess=false; //在下棋?

boolean isGameConnected=false; //下棋的客户端连接?

boolean isServer=false; //如果是下棋的主机

boolean isClient=false; //如果是下棋的客户端

Panel southPanel=new Panel();

Panel northPanel=new Panel();

Panel centerPanel=new Panel();

Panel westPanel=new Panel();

Panel eastPanel=new Panel();

chessClient()

{

super("Java五子棋客户端");

setLayout(new BorderLayout());

host=controlpad.inputIP.getText();

westPanel.setLayout(new BorderLayout());

westPanel.add(userpad,BorderLayout.NORTH);

westPanel.add(chatpad,BorderLayout.CENTER);

westPanel.setBackground(Color.pink);

inputpad.inputWords.addKeyListener(this);

chesspad.host=controlpad.inputIP.getText();

centerPanel.add(chesspad,BorderLayout.CENTER);

centerPanel.add(inputpad,BorderLayout.SOUTH);

centerPanel.setBackground(Color.pink);

controlpad.connectButton.addActionListener(this);

controlpad.creatGameButton.addActionListener(this);

controlpad.joinGameButton.addActionListener(this);

controlpad.cancelGameButton.addActionListener(this);

controlpad.exitGameButton.addActionListener(this);

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(false);

southPanel.add(controlpad,BorderLayout.CENTER);

southPanel.setBackground(Color.pink);

addWindowListener(new WindowAdapter()

{

public void windowClosing(WindowEvent e)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess || isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

public void windowActivated(WindowEvent ea)

{

}

});

add(westPanel,BorderLayout.WEST);

add(centerPanel,BorderLayout.CENTER);

add(southPanel,BorderLayout.SOUTH);

pack();

setSize(670,548);

setVisible(true);

setResizable(false);

validate();

}

public boolean connectServer(String serverIP,int serverPort) throws Exception

{

try

{

chatSocket=new Socket(serverIP,serverPort);

in=new DataInputStream(chatSocket.getInputStream());

out=new DataOutputStream(chatSocket.getOutputStream());

clientThread clientthread=new clientThread(this);

clientthread.start();

isOnChat=true;

return true;

}

catch(IOException ex)

{

chatpad.chatLineArea.setText("chessClient:connectServer:无法连接,建议重新启动程序 \n");

}

return false;

}

public void actionPerformed(ActionEvent e)

{

if(e.getSource()==controlpad.connectButton)

{

host=chesspad.host=controlpad.inputIP.getText();

try

{

if(connectServer(host,port))

{

chatpad.chatLineArea.setText("");

controlpad.connectButton.setEnabled(false);

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

chesspad.statusText.setText("连接成功,请创建游戏或加入游戏");

}

}

catch(Exception ei)

{

chatpad.chatLineArea.setText("controlpad.connectButton:无法连接,建议重新启动程序 \n");

}

}

if(e.getSource()==controlpad.exitGameButton)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess || isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

if(e.getSource()==controlpad.joinGameButton)

{

String selectedUser=userpad.userList.getSelectedItem();

if(selectedUser==null || selectedUser.startsWith("[inchess]") ||

selectedUser.equals(chessClientName))

{

chesspad.statusText.setText("必须先选定一个有效用户");

}

else

{

try

{

if(!isGameConnected)

{

if(chesspad.connectServer(chesspad.host,chesspad.port))

{

isGameConnected=true;

isOnChess=true;

isClient=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName);

}

}

else

{

isOnChess=true;

isClient=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName);

}

}

catch(Exception ee)

{

isGameConnected=false;

isOnChess=false;

isClient=false;

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ee);

}

}

}

if(e.getSource()==controlpad.creatGameButton)

{

try

{

if(!isGameConnected)

{

if(chesspad.connectServer(chesspad.host,chesspad.port))

{

isGameConnected=true;

isOnChess=true;

isServer=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName);

}

}

else

{

isOnChess=true;

isServer=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName);

}

}

catch(Exception ec)

{

isGameConnected=false;

isOnChess=false;

isServer=false;

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

ec.printStackTrace();

chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ec);

}

}

if(e.getSource()==controlpad.cancelGameButton)

{

if(isOnChess)

{

chesspad.chessthread.sendMessage("/giveup "+chessClientName);

chesspad.chessVictory(-1*chesspad.chessColor);

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chesspad.statusText.setText("请建立游戏或者加入游戏");

}

if(!isOnChess)

{

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chesspad.statusText.setText("请建立游戏或者加入游戏");

}

isClient=isServer=false;

}

}

public void keyPressed(KeyEvent e)

{

TextField inputWords=(TextField)e.getSource();

if(e.getKeyCode()==KeyEvent.VK_ENTER)

{

if(inputpad.userChoice.getSelectedItem().equals("所有人"))

{

try

{

out.writeUTF(inputWords.getText());

inputWords.setText("");

}

catch(Exception ea)

{

chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n");

userpad.userList.removeAll();

inputpad.userChoice.removeAll();

inputWords.setText("");

controlpad.connectButton.setEnabled(true);

}

}

else

{

try

{

out.writeUTF("/"+inputpad.userChoice.getSelectedItem()+" "+inputWords.getText());

inputWords.setText("");

}

catch(Exception ea)

{

chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n");

userpad.userList.removeAll();

inputpad.userChoice.removeAll();

inputWords.setText("");

controlpad.connectButton.setEnabled(true);

}

}

}

}

public void keyTyped(KeyEvent e)

{

}

public void keyReleased(KeyEvent e)

{

}

public static void main(String args[])

{

chessClient chessClient=new chessClient();

}

}

/******************************************************************************************

下面是:chessInteface.java

******************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

class userPad extends Panel

{

List userList=new List(10);

userPad()

{

setLayout(new BorderLayout());

for(int i=0;i50;i++)

{

userList.add(i+"."+"没有用户");

}

add(userList,BorderLayout.CENTER);

}

}

class chatPad extends Panel

{

TextArea chatLineArea=new TextArea("",18,30,TextArea.SCROLLBARS_VERTICAL_ONLY);

chatPad()

{

setLayout(new BorderLayout());

add(chatLineArea,BorderLayout.CENTER);

}

}

class controlPad extends Panel

{

Label IPlabel=new Label("IP",Label.LEFT);

TextField inputIP=new TextField("localhost",10);

Button connectButton=new Button("连接主机");

Button creatGameButton=new Button("建立游戏");

Button joinGameButton=new Button("加入游戏");

Button cancelGameButton=new Button("放弃游戏");

Button exitGameButton=new Button("关闭程序");

controlPad()

{

setLayout(new FlowLayout(FlowLayout.LEFT));

setBackground(Color.pink);

add(IPlabel);

add(inputIP);

add(connectButton);

add(creatGameButton);

add(joinGameButton);

add(cancelGameButton);

add(exitGameButton);

}

}

class inputPad extends Panel

{

TextField inputWords=new TextField("",40);

Choice userChoice=new Choice();

inputPad()

{

setLayout(new FlowLayout(FlowLayout.LEFT));

for(int i=0;i50;i++)

{

userChoice.addItem(i+"."+"没有用户");

}

userChoice.setSize(60,24);

add(userChoice);

add(inputWords);

}

}

/**********************************************************************************************

下面是:chessPad.java

**********************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

import java.util.*;

class chessThread extends Thread

{

chessPad chesspad;

chessThread(chessPad chesspad)

{

this.chesspad=chesspad;

}

public void sendMessage(String sndMessage)

{

try

{

chesspad.outData.writeUTF(sndMessage);

}

catch(Exception ea)

{

System.out.println("chessThread.sendMessage:"+ea);

}

}

public void acceptMessage(String recMessage)

{

if(recMessage.startsWith("/chess "))

{

StringTokenizer userToken=new StringTokenizer(recMessage," ");

String chessToken;

String[] chessOpt={"-1","-1","0"};

int chessOptNum=0;

while(userToken.hasMoreTokens())

{

chessToken=(String)userToken.nextToken(" ");

if(chessOptNum=1 chessOptNum=3)

{

chessOpt[chessOptNum-1]=chessToken;

}

chessOptNum++;

}

chesspad.netChessPaint(Integer.parseInt(chessOpt[0]),Integer.parseInt(chessOpt[1]),Integer.parseInt(chessOpt[2]));

}

else if(recMessage.startsWith("/yourname "))

{

chesspad.chessSelfName=recMessage.substring(10);

}

else if(recMessage.equals("/error"))

{

chesspad.statusText.setText("错误:没有这个用户,请退出程序,重新加入");

}

else

{

//System.out.println(recMessage);

}

}

public void run()

{

String message="";

try

{

while(true)

{

message=chesspad.inData.readUTF();

acceptMessage(message);

}

}

catch(IOException es)

{

}

}

}

class chessPad extends Panel implements MouseListener,ActionListener

{

int chessPoint_x=-1,chessPoint_y=-1,chessColor=1;

int chessBlack_x[]=new int[200];

int chessBlack_y[]=new int[200];

int chessWhite_x[]=new int[200];

int chessWhite_y[]=new int[200];

int chessBlackCount=0,chessWhiteCount=0;

int chessBlackWin=0,chessWhiteWin=0;

boolean isMouseEnabled=false,isWin=false,isInGame=false;

TextField statusText=new TextField("请先连接服务器");

Socket chessSocket;

DataInputStream inData;

DataOutputStream outData;

String chessSelfName=null;

String chessPeerName=null;

String host=null;

int port=4331;

chessThread chessthread=new chessThread(this);

chessPad()

{

setSize(440,440);

setLayout(null);

setBackground(Color.pink);

addMouseListener(this);

add(statusText);

statusText.setBounds(40,5,360,24);

statusText.setEditable(false);

}

public boolean connectServer(String ServerIP,int ServerPort) throws Exception

{

try

{

chessSocket=new Socket(ServerIP,ServerPort);

inData=new DataInputStream(chessSocket.getInputStream());

outData=new DataOutputStream(chessSocket.getOutputStream());

chessthread.start();

return true;

}

catch(IOException ex)

{

statusText.setText("chessPad:connectServer:无法连接 \n");

}

return false;

}

public void chessVictory(int chessColorWin)

{

this.removeAll();

for(int i=0;i=chessBlackCount;i++)

{

chessBlack_x[i]=0;

chessBlack_y[i]=0;

}

for(int i=0;i=chessWhiteCount;i++)

{

chessWhite_x[i]=0;

chessWhite_y[i]=0;

}

chessBlackCount=0;

chessWhiteCount=0;

add(statusText);

statusText.setBounds(40,5,360,24);

if(chessColorWin==1)

{ chessBlackWin++;

statusText.setText("黑棋胜,黑:白为"+chessBlackWin+":"+chessWhiteWin+",重新开局,等待白棋下子...");

}

else if(chessColorWin==-1)

{

chessWhiteWin++;

statusText.setText("白棋胜,黑:白为"+chessBlackWin+":"+chessWhiteWin+",重新开局,等待黑棋下子...");

}

}

public void getLocation(int a,int b,int color)

{

if(color==1)

{

chessBlack_x[chessBlackCount]=a*20;

chessBlack_y[chessBlackCount]=b*20;

chessBlackCount++;

}

else if(color==-1)

{

chessWhite_x[chessWhiteCount]=a*20;

chessWhite_y[chessWhiteCount]=b*20;

chessWhiteCount++;

}

}

public boolean checkWin(int a,int b,int checkColor)

{

int step=1,chessLink=1,chessLinkTest=1,chessCompare=0;

if(checkColor==1)

{

chessLink=1;

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare]) ((b*20)==chessBlack_y[chessCompare]))

{

chessLink=chessLink+1;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare]) (b*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if((a*20==chessBlack_x[chessCompare]) ((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if((a*20==chessBlack_x[chessCompare]) ((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare]) ((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare]) ((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare]) ((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step=4;step++)

{

for(chessCompare=0;chessCompare=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare]) ((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

求一个简单的JAVA五子棋代码!! 网上复制的别来了!

以下是现写的 实现了两人对战 自己复制后运行把 没什么难度 类名 Games

import java.util.Scanner;

public class Games {

private String board[][];

private static int SIZE = 17;

private static String roles = "A玩家";

//初始化数组

public void initBoard() {

board = new String[SIZE][SIZE];

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

// if(i==0){

// String str = "";

// str += j+" ";

// board[i][j]= str;

// }else if(i!=0j==0){

// String str = "";

// str += i+" ";

// board[i][j]= str;

// }else{

board[i][j] = "╋";

// }

}

}

}

//输出棋盘

public void printBoard() {

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

System.out.print(board[i][j]);

}

System.out.println();

}

}

//判断所下棋子位置是否合理

public boolean isOk(int x, int y) {

boolean isRight = true;

if (x = 16 || x 1 || y = 16 | y 1) {

//System.out.println("输入错误,请从新输入");

isRight = false;

}

if (board[x][y].equals("●") || board[x][y].equals("○")) {

isRight = false;

}

return isRight;

}

//判断谁赢了

public void whoWin(Games wz) {

// 从数组挨个查找找到某个类型的棋子就从该棋子位置向右,向下,斜向右下 各查找5连续的位置看是否为5个相同的

int xlabel;// 记录第一次找到某个棋子的x坐标

int ylabel;// 记录第一次找到某个棋子的y坐标

// ●○╋

// 判断人是否赢了

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

if (board[i][j].equals("○")) {

xlabel = i;

ylabel = j;

// 横向找 x坐标不变 y坐标以此加1连成字符串

String heng = "";

if (i + 5 SIZE j + 5 SIZE) {

for (int k = j; k j + 5; k++) {

heng += board[i][k];

}

if (heng.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 向下判断y不变 x逐增5 连成字符串

String xia = "";

for (int l = j; l i + 5; l++) {

xia += board[l][j];

// System.out.println(xia);

}

if (xia.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 斜向右下判断

String youxia = "";

for (int a = 1; a = 5; a++) {

youxia += board[xlabel++][ylabel++];

}

if (youxia.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

}

}

}

}

// 判断电脑是否赢了

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

if (board[i][j].equals("●")) {

xlabel = i;

ylabel = j;

// 横向找 x坐标不变 y坐标以此加1连成字符串

String heng = "";

if (j + 5 SIZE i + 5 SIZE) {

for (int k = j; k j + 5; k++) {

heng += board[i][k];

}

if (heng.equals("●●●●●")) {

System.out.println(roles+"赢输了!您输了!");

System.exit(0);

}

// 向下判断y不变 x逐增5 连成字符串

String xia = "";

for (int l = i; l i + 5; l++) {

xia += board[l][ylabel];

// System.out.println(xia);

}

if (xia.equals("●●●●●")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 斜向右下判断

String youxia = "";

for (int a = 1; a = 5; a++) {

youxia += board[xlabel++][ylabel++];

}

if (youxia.equals("●●●●●")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

}

}

}

}

}

public static void main(String[] args) {

Games wz = new Games();

Scanner sc = new Scanner(System.in);

wz.initBoard();

wz.printBoard();

while (true) {

System.out.print("请"+roles+"输入X,Y坐标,必须在0-15范围内,xy以空格隔开,输入16 16结束程序");

int x = sc.nextInt();

int y = sc.nextInt();

if (x == SIZE y == SIZE) {

System.out.println("程序结束");

System.exit(0);

}

if (x SIZE || x 0 || y SIZE | y 0) {

System.out.println("输入错误,请从新输入");

continue;

}

//如果roles是A玩家 就让A玩家下棋,否则就让B玩家下棋。

if (wz.board[x][y].equals("╋")roles.equals("A玩家")) {

wz.board[x][y] = "○";

wz.printBoard();

//判断输赢

wz.whoWin(wz);

}else if(wz.board[x][y].equals("╋")roles.equals("B玩家")){

wz.board[x][y] = "●";

wz.printBoard();

//判断输赢

wz.whoWin(wz);

} else {

System.out.println("此处已经有棋子,从新输入");

continue;

}

if(roles.equals("A玩家")){

roles = "B玩家";

}else if(roles.equals("B玩家")){

roles = "A玩家";

}

}

}

}

下了个JAVA五子棋代码不会看 求注释

public void itemStateChanged(ItemEvent e) //ItemListener接口中的方法,必须要有

{

if (ckbHB[0].getState()) //选择黑子先还是白子先

{

color_Qizi=0; //白棋先

}

else

{

color_Qizi=1; //黑棋先

}

}

public void actionPerformed(ActionEvent e) //ActionListener接口中的方法,也是必须的

{

Graphics g=getGraphics(); //这句话貌似可以去掉,g是用来画图或者画界面的

if (e.getSource()==b1) //如果动作的来源是第一个按钮

{

Game_start(); //游戏开始

}

else //否则

{

Game_re(); //游戏重新开始

}

}

public void mousePressed(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void mouseClicked(MouseEvent e) //鼠标单击时

{

Graphics g=getGraphics(); //获得画笔

int x1,y1;

x1=e.getX(); //单击处的x坐标

y1=e.getY(); //单击处的y坐标

if (e.getX()20 || e.getX()300 || e.getY()20 || e.getY()300) //在棋盘范围之外

{

return; //则这是不能走棋的,直接返回

}

//下面这两个if和两个赋值的作用是将x和y坐标根据舍入原则修改成棋盘上格子的坐标

if (x1%2010)

{

x1+=20;

}

if(y1%2010)

{

y1+=20;

}

x1=x1/20*20;

y1=y1/20*20;

set_Qizi(x1,y1); //在棋盘上画上一个棋子

}

public void mouseEntered(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void mouseExited(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void mouseReleased(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void mouseDragged(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void mouseMoved(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有

public void paint(Graphics g) //重绘和applet程序装载的时候会调用这个绘制的过程

{

draw_qipan(g); //画棋盘

}

public void set_Qizi(int x,int y) //落子

{

if (intGame_Start==0) //判断游戏未开始

{

return; //走棋无效,返回

}

if (intGame_Body[x/20][y/20]!=0) //如果这个位置上已经有了棋子

{

return; //走棋无效,返回

}

Graphics g=getGraphics(); //获得画笔

if (color_Qizi==1)//判断黑子还是白子

{

g.setColor(Color.black); //设置颜色为黑色

color_Qizi=0; //下一步棋就会是白色了

}

else

{

g.setColor(Color.white); //设置颜色为白色

color_Qizi=1; //下一步棋颜色为黑色

}

g.fillOval(x-10,y-10,20,20); //画一个圆,前面两个参数是左上角坐标

intGame_Body[x/20][y/20]=color_Qizi+1; //棋盘状态中这个位置上相应地添上棋子,1为白棋2为黑棋0为空位置

if (Game_win_1(x/20,y/20)) //判断输赢,这么几个判断输赢的函数没找到嘛~楼主看看代码是不是全的

{

lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息

intGame_Start=0; //游戏结束

}

if (Game_win_2(x/20,y/20)) //判断输赢

{

lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息

intGame_Start=0; //游戏结束

}

if (Game_win_3(x/20,y/20)) //判断输赢

{

lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息

intGame_Start=0; //游戏结束

}

if (Game_win_4(x/20,y/20)) //判断输赢

{

lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息

intGame_Start=0; //游戏结束

}

}

public String Get_qizi_color(int x) //获得棋子颜色的字符串

{

if (x==0) //黑棋

{

return "黑子";

}

else //白棋

{

return "白子";

}

}public void draw_qipan(Graphics G) //画棋盘 15*15

{

G.setColor(Color.lightGray); //设置颜色为亮灰色

G.fill3DRect(10,10,300,300,true); //绘制一个用当前颜色填充的 3-D 高亮显示矩形,矩形的边是高亮显示的

G.setColor(Color.black); //设置颜色为黑色

for(int i=1;i16;i++) //15*15的棋盘,横竖各有16道线

{

G.drawLine(20,20*i,300,20*i); //画竖线

G.drawLine(20*i,20,20*i,300); //画横线

}

}

public void Game_start() //游戏开始

{

intGame_Start=1; //游戏状态为 1游戏中

Game_btn_enable(false); //设置所有组件不可用

b2.setEnabled(true); //重新开始游戏的按钮可用

}

public void Game_start_csh() //游戏开始初始化

{

intGame_Start=0; //游戏状态为 0未开始游戏

Game_btn_enable(true); //设置所有组件可用

b2.setEnabled(false); //重新开始游戏的按钮不可用

ckbHB[0].setState(true); //默认设置为白棋先手

//下面的二重循环是初始化棋盘为空棋盘,即一个棋子都没有

for (int i=0;i16 ;i++ )

{

for (int j=0;j16 ;j++ )

{

intGame_Body[i][j]=0;

}

}

lblWin.setText(""); //输赢信息为空

}

public void Game_re() //游戏重新开始

{

repaint(); //界面重绘

Game_start_csh(); //游戏重新初始化

}

public void Game_btn_enable(boolean e) //设置组件状态

{

b1.setEnabled(e); //第一个按钮设置为可用(e == true)或不可用(e == false)

b2.setEnabled(e); //第二个按钮设置 同上

ckbHB[0].setEnabled(e); //第一个checkbox设置 同上

ckbHB[1].setEnabled(e); //第二个checkbox设置 同上

}

急求Java五子棋代码。。。要绝对的原创(可以加分)

java网络五子棋

下面的源代码分为4个文件;

chessClient.java:客户端主程序。

chessInterface.java:客户端的界面。

chessPad.java:棋盘的绘制。

chessServer.java:服务器端。

可同时容纳50个人同时在线下棋,聊天。

没有加上详细注释,不过绝对可以运行,j2sdk1.4下通过。

/*********************************************************************************************

1.chessClient.java

**********************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

import java.util.*;

class clientThread extends Thread

{

chessClient chessclient;

clientThread(chessClient chessclient)

{

this.chessclient=chessclient;

}

public void acceptMessage(String recMessage)

{

if(recMessage.startsWith("/userlist "))

{

StringTokenizer userToken=new StringTokenizer(recMessage," ");

int userNumber=0;

chessclient.userpad.userList.removeAll();

chessclient.inputpad.userChoice.removeAll();

chessclient.inputpad.userChoice.addItem("所有人");

while(userToken.hasMoreTokens())

{

String user=(String)userToken.nextToken(" ");

if(userNumber0 !user.startsWith("[inchess]"))

{

chessclient.userpad.userList.add(user);

chessclient.inputpad.userChoice.addItem(user);

}

userNumber++;

}

chessclient.inputpad.userChoice.select("所有人");

}

else if(recMessage.startsWith("/yourname "))

{

chessclient.chessClientName=recMessage.substring(10);

chessclient.setTitle("Java五子棋客户端 "+"用户名:"+chessclient.chessClientName);

}

else if(recMessage.equals("/reject"))

{

try

{

chessclient.chesspad.statusText.setText("不能加入游戏");

chessclient.controlpad.cancelGameButton.setEnabled(false);

chessclient.controlpad.joinGameButton.setEnabled(true);

chessclient.controlpad.creatGameButton.setEnabled(true);

}

catch(Exception ef)

{

chessclient.chatpad.chatLineArea.setText("chessclient.chesspad.chessSocket.close无法关闭");

}

chessclient.controlpad.joinGameButton.setEnabled(true);

}

else if(recMessage.startsWith("/peer "))

{

chessclient.chesspad.chessPeerName=recMessage.substring(6);

if(chessclient.isServer)

{

chessclient.chesspad.chessColor=1;

chessclient.chesspad.isMouseEnabled=true;

chessclient.chesspad.statusText.setText("请黑棋下子");

}

else if(chessclient.isClient)

{

chessclient.chesspad.chessColor=-1;

chessclient.chesspad.statusText.setText("已加入游戏,等待对方下子...");

}

}

else if(recMessage.equals("/youwin"))

{

chessclient.isOnChess=false;

chessclient.chesspad.chessVictory(chessclient.chesspad.chessColor);

chessclient.chesspad.statusText.setText("对方退出,请点放弃游戏退出连接");

chessclient.chesspad.isMouseEnabled=false;

}

else if(recMessage.equals("/OK"))

{

chessclient.chesspad.statusText.setText("创建游戏成功,等待别人加入...");

}

else if(recMessage.equals("/error"))

{

chessclient.chatpad.chatLineArea.append("传输错误:请退出程序,重新加入 \n");

}

else

{

chessclient.chatpad.chatLineArea.append(recMessage+"\n");

chessclient.chatpad.chatLineArea.setCaretPosition(

chessclient.chatpad.chatLineArea.getText().length());

}

}

public void run()

{

String message="";

try

{

while(true)

{

message=chessclient.in.readUTF();

acceptMessage(message);

}

}

catch(IOException es)

{

}

}

}

public class chessClient extends Frame implements ActionListener,KeyListener

{

userPad userpad=new userPad();

chatPad chatpad=new chatPad();

controlPad controlpad=new controlPad();

chessPad chesspad=new chessPad();

inputPad inputpad=new inputPad();

Socket chatSocket;

DataInputStream in;

DataOutputStream out;

String chessClientName=null;

String host=null;

int port=4331;

boolean isOnChat=false; //在聊天?

boolean isOnChess=false; //在下棋?

boolean isGameConnected=false; //下棋的客户端连接?

boolean isServer=false; //如果是下棋的主机

boolean isClient=false; //如果是下棋的客户端

Panel southPanel=new Panel();

Panel northPanel=new Panel();

Panel centerPanel=new Panel();

Panel westPanel=new Panel();

Panel eastPanel=new Panel();

chessClient()

{

super("Java五子棋客户端");

setLayout(new BorderLayout());

host=controlpad.inputIP.getText();

westPanel.setLayout(new BorderLayout());

westPanel.add(userpad,BorderLayout.NORTH);

westPanel.add(chatpad,BorderLayout.CENTER);

westPanel.setBackground(Color.pink);

inputpad.inputWords.addKeyListener(this);

chesspad.host=controlpad.inputIP.getText();

centerPanel.add(chesspad,BorderLayout.CENTER);

centerPanel.add(inputpad,BorderLayout.SOUTH);

centerPanel.setBackground(Color.pink);

controlpad.connectButton.addActionListener(this);

controlpad.creatGameButton.addActionListener(this);

controlpad.joinGameButton.addActionListener(this);

controlpad.cancelGameButton.addActionListener(this);

controlpad.exitGameButton.addActionListener(this);

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(false);

southPanel.add(controlpad,BorderLayout.CENTER);

southPanel.setBackground(Color.pink);

addWindowListener(new WindowAdapter()

{

public void windowClosing(WindowEvent e)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess || isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

public void windowActivated(WindowEvent ea)

{

}

});

add(westPanel,BorderLayout.WEST);

add(centerPanel,BorderLayout.CENTER);

add(southPanel,BorderLayout.SOUTH);

pack();

setSize(670,548);

setVisible(true);

setResizable(false);

validate();

}

public boolean connectServer(String serverIP,int serverPort) throws Exception

{

try

{

chatSocket=new Socket(serverIP,serverPort);

in=new DataInputStream(chatSocket.getInputStream());

out=new DataOutputStream(chatSocket.getOutputStream());

clientThread clientthread=new clientThread(this);

clientthread.start();

isOnChat=true;

return true;

}

catch(IOException ex)

{

chatpad.chatLineArea.setText("chessClient:connectServer:无法连接,建议重新启动程序 \n");

}

return false;

}

public void actionPerformed(ActionEvent e)

{

if(e.getSource()==controlpad.connectButton)

{

host=chesspad.host=controlpad.inputIP.getText();

try

{

if(connectServer(host,port))

{

chatpad.chatLineArea.setText("");

controlpad.connectButton.setEnabled(false);

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

chesspad.statusText.setText("连接成功,请创建游戏或加入游戏");

}

}

catch(Exception ei)

{

chatpad.chatLineArea.setText("controlpad.connectButton:无法连接,建议重新启动程序 \n");

}

}

if(e.getSource()==controlpad.exitGameButton)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess || isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

if(e.getSource()==controlpad.joinGameButton)

{

String selectedUser=userpad.userList.getSelectedItem();

if(selectedUser==null || selectedUser.startsWith("[inchess]") ||

selectedUser.equals(chessClientName))

{


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